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foste.3098

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Everything posted by foste.3098

  1. The medium rift hunter gloves and boots have bugged upper right dye channels where nothins is dyed: https://imgur.com/a/pq8GmSP
  2. There is some sort of a bug that prevents me from completeng the story step From the Ashes - a deadeye ; the deadeye priestess becomes invulnerable after she drops below 50% hp and moves from her 1st sniping spot. And so the storry step becomes stuck because you need to kill her, which is imposible now since she is invulnerable.
  3. Had a client crash post the dx11 'fixed a client crash' patch. It was in spvp and i think me clicking on the death screen damage breakdown might have caused it. I had the send error report window pop up after the crash
  4. These are some consistent visual issues that occur when running the game with dx11. https://imgur.com/a/N98mw5N The first 3 images are from spvp, temple of the silent storms and sky hammer and the last is the revenant jalis elite. It looks like the renderer is over-pronouncing the shadows and lighting on certain textures making them overly dark or bright while drowning out the texture detail. Changing the graphic settings does not impact these anomalies. This is on a laptop which has a windows 10, i7 8750h, 16gb ram, gtx 1060 and the gpu driver is 451.67
  5. same for necro spectral armor & walk. they make you light up like a lightbulb instead of making you translucent and ominous. Seems like every effect that changes the character model texture is scuffed
  6. At HoT release daredevil was core+ in the mobility aspect and it was op, chronomancer was core+ in the support aspect and it was literally immortal, berzerker was core+ in cc and it was over preforming, druid was core+ in sustain and it too was immortal. At PoF launch soul beast was core+ in damage and it was awful to play against, firebrand was core+ in utility and it was stupid, ect.. If a elite spec is going to be core+ in some aspect then it should also be core- in some other aspect, otherwise you will get Hot/PoF launch situation again. I totally agree with op, they need to have a balanced foundation in core classes for elite specs to even be remotely balanced, otherwise you get over preforming facerole machines or unplayable trash heaps. The 'elite spec tradeoff' approach they use now is a good idea to slot in elite specs in to core classes and have them actually change playstyle, but this only works if the core class is balanced.
  7. Som is one of the best if not the best healing skills for pve across the game when it comes to raw healing per second, especially if you are not solo and can have some other party members take agro off of you when you get over-preasured. Combine som with invigorating precision and unironically turn on god mode, especially on something like staff daredevil which has allot of evade frames in its damage rotations. http://gw2skills.net/editor/?PagAYZlZwmYXMMGJW2XXtaA-zxYYhoiZD6bEEYZ0WKURFY7hQINUPYJlnBA-e This is a build i use to solo some fractals/dungeons and for solo open world play, give it a try and i guarantee you will change your mind about the signet
  8. I don't like build/class xyz so please nerf it in to oblivion. Anet should never heed requests like this as it will ruin the game.
  9. They should bring back the amulet & jewel system spvp had early on, maybe even have a 3 way split to allow better stat allocation; something like 50% amulet, 35% jewel, 15% chain? Spvp has the issue of stats tied to just the 1 amulet slot making build crafting overly restricting which makes certain builds impossible to make, this is the main reason why ele became mostly lackluster ever since the celestial amulet nerf since the class needs multiple stats for many of its builds to function.
  10. The reason is about 45% crit chance that you always have. Sigil of intelligence is not good on multi hit skills of which necromancers power weapons have allot of, and death perception only works in shroud which you can say has a 50% uptime. You might also point out decimate defenses as your precision substitute but then your damage will be turned off by condition cleanses which is not good. Best way to see the difference is you play 5 games with valkyrie & intelligence, and 5 games with marauder/berserker/demolisher then take note of the total damage dealt at the end screen for all 10 games; valkyrie will have much lower numbers.
  11. Easiest way to get any stat for the back item is to get the ascended pvp back wings they are stat selectable
  12. Imo the main issue with support lines is that everything they do is aoe, there is no tab targeted support skills in the game, no skills that affect only 1 allied player. There used to be pseudo targeted support skills like the guardian staff orb, beta firebrand mantras that had a small cone effect and no circular aoe around the guardian, or the druid avatar skill 1, but they were so badly implemented and clunky that no one used them.And then this issue of aoe everything is compounded by elite specs where they were designed to be core class+ lines where in you can facerole your keyboard for great effect.Best example for this is firebrand with the tomes, it is a blatant upgrade over the core virtues and the gameplay it enticed is popping a tome and going 1-5, then doing it again with the other 2 tomes. Now firebrand is nerfed and not played in pvp but just because it is weak from a numbers side does not mean it is a well designed spec. Removing amulets with healing power will not fix these root issues with how the support lines (elite specs) are designed, if anet decides to go through with the deletion i can tell you the next evolution of the meta; support builds using no healing power, but instead using paladin amulet to achieve tankiness while spamming high base aoe healing abilities. Then what? If this happens will anet delete all amulets with toughness?
  13. No no no, stop deleting amulets from pvp. Were mender or marshal an issue before the big February path last year? No they weren't, so then why are they an issue now? Because some genius thought it a good idea to blanket nerf damage across all the classes in the same way, leaving entire weapon sets useless and generally slowing down the game to a crawl (look at warrior hammer).The correct way to mend this situation is to finally do a proper follow through on the feb mega patch and B A L A N C E the game, buff underpreforiming skills, redesign useless traits, slightly buff auto attack damage across the board on the final skill of aa chains, ect...The solution to every balance problem cannot be to lower coefficients and delete amulets, there are memes about deleting all the amulets and fighting in pvp using sticks; you are slowly actually turning this meme in to a prophecy since you are actually pushing the game towards that reality.
  14. I remember that the cele avatar skills had absurd base healing values with low healing power scaling, that staff was a dumb aa spaming weapon with a mobility skill- ancestral grace which was an evade a heal and a blast, that lunar impact was a 2 sec daze, that cele avatar had 10 sec cd.I also remember that the biggest issue about druid itself was the druidic clarity & celestial shadow traits which together gave a easy way to kite during a fight by entering avatar -> dropping lunar impact -> exiting avatar which took less than a second and ensured the druid could leisurely rest himself before reengaging or just running away. I also remember that the dumbest part of it all were the pets which were either overtuned - smokescale which hit like a truck with every skill, or just badly designed and overtuned - bristilback which had a command skill that was a oneshot at close range but missed every single shot against targets that were not hugging the pet, same with its rain of spikes skill which missed every spike and did nothing unless a enemy was standing on top of the pet in which case it was an instagb.I also recall how most other ranger pets were total shit by comparison and how they are unable to even hit a moving target, which is still true today hence why you almost always see Hot or Pof pets being used in pvp/wvw with the exception of birds and cats which are the only 2 core pet families that can reliably hit moving enemies. So what's your point on druid? did you just raise it because of my icon?
  15. One thing i will never understand about the feb mega patch is why did they nerf everything across the board? Why were skills/traits that had never been an issue since the games launch gotten nerfed?For example eviscerate has always had a scaling of 2.0/2.5/3.0 depending on adrenaline, so why change it? There are huge number of skills like that that got changed in pvp/wvw seemingly for the sake of slowing down the game, or reducing power creep. But in reality the reason for the powercreep and the fast time to kill was not that skills had to much scaling (although there were outliers) but that skills had become overbloated. For a good example look at bull's charge: https://wiki.guildwars2.com/wiki/Bull%27s_ChargeNote the path of fire pre-patch of August 08, 2017, the skill got a triple damage buff and became an evade. Before hand the skill was a long knockdown, a long gap closer/gap creator, and a leap finisher that dealt slightly higher damage than 1st skill in the greatsword auto attack chain; all in all a an al-round useful and good skill, so why the fuck make it an evade and a 2nd stage eviscerate burst in addition to all the utility it had before?This is just the most clear example of skill bloating that lead to the powercreep but there are countless cases like that. So if the issue is idiotic bloating of skills why then blanket nerf damage across the board, leave the bloated skill design, and never follow through on further balance when it is clear that there are massive issues still? The dumbest part is if they wait to release the new expansion before deciding to actually do some balance, because that way the new elite spec are doomed to ether be broken op or broken useless since they are being set up upon broken foundation.
  16. Whirling axe, it is by far the most versatile stolen skill but you need to be smart on how to use it otherwise it will do next to nothing.However when you use it at an opportune moment the skill just does allot of things for you: it can negate all targeted ranged damage thrown at you, it can make you untouchable in melee if you spin in a smokefield, it can do massive damage if you spin in a lightning field, and it is amazing at raw damage & cleaving when you are not under focus.The 2nd best skill from my experience is mace head crack, it just turns off a player for 3 seconds and deals decent damage; simple and effective.
  17. Actually rune of the dragon hunter was designed to work with dh traps, seeing how dh traps are purely power and as the runeset gives power and ferocity and lots of might.Rune of the trapper was designed to work primarily with (the now deleted) thief traps as they were based on condition damage and cc, and due to the major fact that thief traps dealt no power damage upon triggering meaning the stealth from the rune would not have gotten removed by someone triggering said traps. Rangers were the 3rd class with traps, and theirs were a mix between power and condi. Now to run through some memories: thief traps got nerfed to do damage upon triggering in order to prevent stealth camping (this was done only when a thief managed to solo a literal raid boss with a trapper build), and later thief traps got removed altogether for preparations. Meanwhile rangers had a trap gm trait, one which allowed them to throw traps as if they were grenades, that enabled them to stack stealth by yeeting traps aside so they wouldn't get triggered and reveal the ranger. This trait got removed and reworked in to the skirmishing trap trait we have today.All of this paints a picture that this rune set breaks the trap utility type, and will be a HUGE issue if another elite spec gets traps as a utility skill. Rework the 6th runeset effect to something else; end of story.
  18. Whatever thief I play thief and ranger as my mains and i can tell you that in spvp shadow shot can only hit those numbers in 2 ways:situations where the target has lots of vulnerability or the theif has lots of might, both of which have to come from external sources since the class cannot stack them with d/p.Or by runing executioner & rune of eagle/inifltration/scholar stacked with some other scalable damage modifiers (lead attacks, no quarter, ect) and probably zerker amulet in which case we are dealing with a total glass canon. The reality of the matter is that on ranger i have a build which plays as bruiser with demolisher amulet and runes of speed, on which i can make my pet do 4-5k attacks every 4-10 seconds while playing defensively if i want. Or i can go role a melee decap build (s/d gs traited with quick draw) and chase theives across the map while actually being able to win duels on far nodes against mostly anything.When compared to other classes thief does not deal that much damage outside thier burst window, but to get that the thief has to heavily trait in to steal and damage leaving them glassy, literally the only thing thief can do well is disengage and run away.Also i like how the issue ppl have with thief is exclusively about d/p but the majority of the thread addresses the class as a whole when talking about how op it is; when in fact most of it is a total joke and will be unplayable if d/p gets nerfed.
  19. Thief as a whole is not even close to being op or broken, it is specifically d/p daredevil that is carrying the class. Seriously try to play literally any other build (bonus if you play on 2v2 offseason event) not involving d/p and you will see just how disjointed the class is:-d/d is a burst set that has low utility so it get chewed up in pvp.-S/d has good utility but lacks burst and has a slow auto attack and low damage in general.-s/p is a joke after the February patch, it was a 1 button set that is now dysfunctional; nothing short of a rework of pistol whip will make this set see any play in pvp/wvw-p/p suffers from having mainhand pistol be a condition weapon and the off hand a 'utility' weapon while the dual skill is a power skill; the set has the same issue as s/p in that it is a 1 button set but at leas s/p was not trying to be some abominable hybrid.-p/d is a condi 'burst set' but most of its damage comes from traits and utility skills not the weapon itself (which is why s/d was in a condition build some time ago until panic strike got nerfed). This is the only other weapon set that core thief has which is not total trash.-short bow is a utility weapon that has a initiative sum cost of 23, now i understand that it has some of the most powerfull skills of any thief weapon but the approach they used to balanced them is just stupid.-staff is clunky to use mostly due to how skill 2 behaves (craps out when you use it against anything that is not stationary), otherwise it is a mediocre set that is predictable and overall worst than d/p so no one plays it (also it has the most synergy with acrobatics and that traitline got balanced out of existence).-rifle also got the anet balance treatment and now the most effective way to play it is to spam skirmishers shot and ignore the kneel mechanic, in other words a 1 button set but with a twist that sometimes you use the stealth attack. So not counting shortbow out of 8 total weapon sets (possible play styles) only 1 is good and functional without any broken skills or otherwise disabled due to anet balance, then another set that is ok at best. So in conclusion when ppl bitch about thief what they actually mean is d/p daredevil, and as soon as that gets nerfed thief ceases to exist in pvp and to an extent in wvw.Also think about this: what happened if the new expansion gives another class a mobility elite spec; doesn't have to be as mobile as daredevil let's say 80% of daredevil's mobility, but it can survive within a fight/teamfight and actually win 1 vs 1 encounters against players that are not already half dead? In this case thief as a whole ceases to exist.
  20. Your view on what is and isn't a tradeoff is skewed somewhat, which is best exhibited by the specs above.The elite spec tradeoff is only what the 1st minor trait in the elite line does, and nothing else, which means the tradeoffs are the following:Burstzerker - gain berzerk & primal bursts but loses normal burst skillsDogedevil - gain 3rd dodge but gets steal replaced with swipeYolosmith - gain photonforge but lose the toolbelt 5 skill (same for scraper, he gains function gyro and lose toolbelt 5)Rangerwanabe - gains new f skills but lose the core revenant f ability To me it seems that this is how anet views tradeoffs, a button on your ui that replaces another button. Because of this not all tradeoffs are equal across the board, for example dragon hunter and firebrand elite replacements of f skills are way better than core; same could be said for holo, and both revenant elites, and daredevil with steal -> swipe, but let's be honest daredevil is carried almost exclusively by unhindered combatant.
  21. All of this is true but there is one big issue, the entire class and all of its elite specs were balanced around the mobility of IA. I am fine with them nerfing it but i am not fine with just leaving the rest of the class as is, if their intent is to move thief away from a pure decap bot then they have to buff/rework the rest of the class to be able to actually fight and not just +1 players who are half dead.
  22. Now we just need to wait 8 more months for them to actually balance the class around not having as much mobility and we will get to what the thief was advertised as to begin with: a glassy and slippery duelist.
  23. With the sanctuary rune and cloaked in shadow traited using Sigil of Mischief is something you want to look in to, perhaps on the dagger set.It would be 960 armor ignoring dmg if all 4 projectiles hit (you would have to be facing the opponent and be in melee range) and heal you for 776 + barrier for 156. Is writ of masterfull strength really better than a sharpening stone, during a fight how long are you above 90% hp and more so if you get ganked upon.
  24. http://gw2skills.net/editor/?PawAgqVlNw2YXsFGJOMXntUA-zVhYBRHpyKI8hQVED6oUaKEarA6NC6OBM5QIkGqHsEBzA-wYou can never go wrong with the good old d/p setup for roaming; this is my variant that i min/maxed for maximum damage to hp ratio, utility skill 3 can be swapped to anything you like (roll for initiative or blinding powder are the 2 other good options).
  25. This is hilarious since guild wars 1 assassin, the thief progenitor, had this exact concept for its dagger chain combos where to use a dual attack skill you've had to previously hit with an offhand skill, and to use that you had to have landed a hit with a lead attack skill (there were some exceptions to this where a offhand skill can be used without a prerequisite).As you said they could have carried over this system and made it so that certain weapon skills (skill 3 and 5 for example) have extra effects if before using them you landed a hit with, lets say the final skill in the auto attack chain, or skill 2, or any number of other requirements. This way you would not be able to repeatedly use the same skill for maximum effect (hello pistol whip, vault, or any other time spamming 1 button was the best way to push out damage), but instead would have to weave said skill with its prerequisite skill for maximum effect.
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